Late Game Chambers
TickTock
Join Date: 2002-05-13 Member: 608Members
<div class="IPBDescription">vs. grenade launchers...</div> How should a Gorge design his chambers to best defend hives against grenade launchers? It feels like a losing battle no matter what I do. As if maybe OC's are just a delay tactic until you can kill the marine with attacking alien help.
Comments
The GL is still going to take you out but by pushing up the space you can hold them off maybe 15 seconds longer. I know its not much but, I think GL's are the definate anti-gorge/structure device.
Beyond that I have no clue how to tackle GL's other than lots of webs. Once or twice in the late game I laid down a long tunnel with web zig-zaging down the entire hallway but so that none of them cross like /\/\/, and that seemed to slow down the marines even with the HMG's and grenade launchers even after they had dispatched my OC's at the end of the tunnel in seconds. They really didn't like the concept of not having their weapon up even for seconds.
If you find a better way I want to know.
There are no buildings that are any good against the GL. None.
Personally I think that along with the 1 permanent gorge builder on each team, there should be atleast 1 or 2 aliens dedicated to defense. The gorge builder should place movement chambers at each hive and at many of the high alien traffic areas. The one or two defensive aliens should be skulks or lerks. Whenever they hear or see other aliens under attack on their hivesight, they should rush to the trouble area and try to flank the marines from behind.
I'd recommend carapace, and celerity for the skulks, or carapace and adrenaline for the lerks (celerity is wasted on a lerk that spends all it's time flying). As for your sensory chamber upgrade, cloaking can be useful for laying in ambush inbetween marine attacks, but advanced hive sight or smell of fear could end up being far more useful for your intended purpose.
Wats an tow?
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DO
DDO
DDO
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D = Defensive Chamber
O = Offensive Chamber
Try placing the offense chambers as far away from the doorway opening as possible. This is contrary to what I usually see take place in games. The gorges always build up right next to the entry/exits, allowing the Frontiersmen easy wall-bounces with grenades. Toss the offense chambers further back, so the grenade-launching Frontiersmen have to step fully into the room in order to reach the chambers. Then the defending players (assuming there are some, since the entire team can see when a base is under attack through hive mind) can launch bile bombs, spore clouds, spikes, and what-have-you at will. It makes defense much easier and less frustrating than watching your defenses crumble from around a corner.
Of course, this can't always work when the hive rooms are too small... in that case, don't let them get that far. Do the above strategy further up, where you do have ample room, and let your team know where they need to go to defend.
And although the regenerative increase is not cumulative past three, having extra is a good failsafe if one of their grenades manages to take out one of you D chambers.
it is my personal belief that stacking is a waste once the lugheads have GLs. why let them damage multiple with the same shot when u can force them to spread out damage to adjacent turrets by spacing them out a bit.
Ah ... the UPGRADE effect of defensive chambers maxes out at three, true.
The HEALING effect of defensive chambers have no maximum.
In the endgame, I build the "bodyshop", about 12 defensive chambers spread out a bit to avoid the max effect. When an Ono has been doing his job, he runs back from the battle, down the line of chambers, turns around and goes right back into battle again, fully healed.
Legionaarrd is incorrect also..
The ideal number to put down is obviously 4. Becase then each DC has 3 others to be healed by <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->